Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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SolutionExplorerWindow.cpp File Reference
#include "Headers/SolutionExplorerWindow.h"
#include "Editor/Headers/Utils.h"
#include "Editor/Headers/Editor.h"
#include "Core/Headers/Kernel.h"
#include "Core/Headers/Configuration.h"
#include "Core/Headers/PlatformContext.h"
#include "Core/Resources/Headers/ResourceCache.h"
#include "Geometry/Shapes/Headers/Object3D.h"
#include "Managers/Headers/RenderPassManager.h"
#include "Managers/Headers/ProjectManager.h"
#include "Rendering/Camera/Headers/Camera.h"
#include "Platform/Video/Headers/GFXDevice.h"
#include "Graphs/Headers/SceneGraph.h"
#include "Dynamics/Entities/Particles/Headers/ParticleSource.h"
#include "Dynamics/Entities/Particles/Headers/ParticleEmitter.h"
#include "Dynamics/Entities/Particles/ConcreteGenerators/Headers/ParticleBoxGenerator.h"
#include "Dynamics/Entities/Particles/ConcreteGenerators/Headers/ParticleColourGenerator.h"
#include "Dynamics/Entities/Particles/ConcreteGenerators/Headers/ParticleTimeGenerator.h"
#include "Dynamics/Entities/Particles/ConcreteGenerators/Headers/ParticleVelocityGenerator.h"
#include "Dynamics/Entities/Particles/ConcreteUpdaters/Headers/ParticleBasicColourUpdater.h"
#include "Dynamics/Entities/Particles/ConcreteUpdaters/Headers/ParticleBasicTimeUpdater.h"
#include "Dynamics/Entities/Particles/ConcreteUpdaters/Headers/ParticleEulerUpdater.h"
#include "Dynamics/Entities/Particles/ConcreteUpdaters/Headers/ParticleFloorUpdater.h"
#include "ECS/Components/Headers/TransformComponent.h"
#include "ECS/Components/Headers/SpotLightComponent.h"
#include "ECS/Components/Headers/PointLightComponent.h"
#include "ECS/Components/Headers/DirectionalLightComponent.h"
#include "ECS/Components/Headers/EnvironmentProbeComponent.h"
#include "ECS/Components/Headers/ScriptComponent.h"
#include "ECS/Components/Headers/UnitComponent.h"
#include <IconsForkAwesome.h>
#include <imgui_internal.h>

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Namespaces

namespace  Divide
 Handle console commands that start with a forward slash.
 
namespace  Divide::anonymous_namespace{SolutionExplorerWindow.cpp}
 

Variables

bool Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::s_onlyVisibleNodes = false
 
constexpr U8 Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::g_maxEntryCount = 32
 
eastl::deque< F32 > Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::g_framerateBuffer
 
vector< F32 > Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::g_framerateBufferCont
 
SceneNodeType Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::g_currentNodeType = SceneNodeType::TYPE_TRANSFORM
 
SceneGraphNodeDescriptor Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::g_nodeDescriptor
 
std::shared_ptr< ParticleData > Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::g_particleEmitterData = nullptr
 
std::shared_ptr< ParticleSource > Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::g_particleSource = nullptr
 
F32 Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::g_particleBounceFactor = 0.65f
 
vec3< F32 > Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::g_particleAcceleration = {0.f, -20.f, 0.f}
 
FColour4 Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::g_particleStartColour = DefaultColours::BLACK
 
FColour4 Divide::anonymous_namespace{SolutionExplorerWindow.cpp}::g_particleEndColour = DefaultColours::WHITE